• Title/Summary/Keyword: 멀티쇼핑

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Design Of a Multi Live Streaming Commerce with Easy Access (접근성이 용이한 멀티 라이브 스트리밍 커머스 시스템 구축 설계)

  • JaeKyung Lee;SeungHwan Jeong;Hyunsub Lim;TaeHoon Lim;Chanyong Bok;Sangeun Park;Sangun Lee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.11a
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    • pp.228-231
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    • 2022
  • '코로나19'의 여파로 인해 많은 분야에서 비대면 회의 및 상거래가 활성화되면서 기존 홈쇼핑에서의 방송 시스템 방식이 아닌 간단하게 구성할 수 있는 라이브 커머스의 중요성이 대두되었다. 시스템적으로 간편함을 갖춘 동시에 누구나 쉽게 접근을 할 수 있는 시스템을 구성하여 제안하고자 한다.

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T-commerce Trends and Development Model Proposal -Focusing on Broadcasting Screens and Customer Data Utilization- (T커머스 동향 및 발전모델 제안 -방송화면 및 고객데이터 활용중심-)

  • Lee, Jae-Yong;Shin, Seung-Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.2
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    • pp.49-54
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    • 2021
  • The purpose of this study is to identify trends in T commerce and further propose ways to improve customer data-based services and development models for changes in broadcasting screens with the expansion of IPTV subscribers. Implementing a customized shopping model like mobile through TV media and improving customer satisfaction will reduce customer departures and provide a more convenient shopping environment through large screens. We would like to learn about the current status and problems of T commerce broadcasting and explain some technically validated models (channel-in-channel, AI speaker) and talk about improvement of legal (broadcasting and Internet multimedia business law) constraints.

An Exploratory Study on Channel Equity of Electronic Goods (가전제품 소비자의 Channel Equity에 관한 탐색적 연구)

  • Suh, Yong-Gu;Lee, Eun-Kyung
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.3
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    • pp.1-25
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    • 2008
  • Ⅰ. Introduction Retailers in the 21st century are being told that future retailers are those who can execute seamless multi-channel access. The reason is that retailers should be where shoppers want them, when they want them anytime, anywhere and in multiple formats. Multi-channel access is considered one of the top 10 trends of all business in the next decade (Patricia T. Warrington, et al., 2007) And most firms use both direct and indirect channels in their markets. Given this trend, we need to evaluate a channel equity more systematically than before as this issue is expected to get more attention to consumers as well as to brand managers. Consumers are becoming very much confused concerning the choice of place where they shop for durable goods as there are at least 6-7 retail options. On the other hand, manufacturers have to deal with category killers, their dealers network, Internet shopping malls, and other avenue of distribution channels and they hope their retail channel behave like extensions of their own companies. They would like their products to be foremost in the retailer's mind-the first to be proposed and effectively communicated to potential customers. To enable this hope to come reality, they should know each channel's advantages and disadvantages from consumer perspectives. In addition, customer satisfaction is the key determinant of retail customer loyalty. However, there are only a few researches regarding the effects of shopping satisfaction and perceptions on consumers' channel choices and channels. The purpose of this study was to assess Korean consumers' channel choice and satisfaction towards channels they prefer to use in the case of electronic goods shopping. Korean electronic goods retail market is one of good example of multi-channel shopping environments. As the Korea retail market has been undergoing significant structural changes since it had opened to global retailers in 1996, new formats such as hypermarkets, Internet shopping malls and category killers have arrived for the last decade. Korean electronic goods shoppers have seven major channels : (1)category killers (2) hypermarket (3) manufacturer dealer shop (4) Internet shopping malls (5) department store (6) TV home-shopping (7) speciality shopping arcade. Korean retail sector has been modernized with amazing speed for the last decade. Overall summary of major retail channels is as follows: Hypermarket has been number 1 retailer type in sales volume from 2003 ; non-store retailing has been number 2 from 2007 ; department store is now number 3 ; small scale category killers are growing rapidly in the area of electronics and office products in particular. We try to evaluate each channel's equity using a consumer survey. The survey was done by telephone interview with 1000 housewife who lives nationwide. Sampling was done according to 2005 national census and average interview time was 10 to 15 minutes. Ⅱ. Research Summary We have found that seven major retail channels compete with each other within Korean consumers' minds in terms of price and service. Each channel seem to have its unique selling points. Department stores were perceived as the best electronic goods shopping destinations due to after service. Internet shopping malls were perceived as the convenient channel owing to price checking. Category killers and hypermarkets were more attractive in both price merits and location conveniences. On the other hand, manufacturers dealer networks were pulling customers mainly by location and after service. Category killers and hypermarkets were most beloved retail channel for Korean consumers. However category killers compete mainly with department stores and shopping arcades while hypermarkets tend to compete with Internet and TV home shopping channels. Regarding channel satisfaction, the top 3 channels were service-driven retailers: department stores (4.27); dealer shop (4.21); and Internet shopping malls (4.21). Speciality shopping arcade(3.98) were the least satisfied channels among Korean consumers. Ⅲ. Implications We try to identify the whole picture of multi-channel retail shopping environments and its implications in the context of Korean electronic goods. From manufacturers' perspectives, multi-channel may cause channel conflicts. Furthermore, inter-channel competition draws much more attention as hypermarkets and category killers have grown rapidly in recent years. At the same time, from consumers' perspectives, 'buy where' is becoming an important buying decision as it would decide the level of shopping satisfaction. We need to develop the concept of 'channel equity' to manage multi-channel distribution effectively. Firms should measure and monitor their prime channel equity in regular basis to maximize their channel potentials. Prototype channel equity positioning map has been developed as follows. We expect more studies to develop the concept of 'channel equity' in the future.

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Influence of Trust, Uncertainty, Transaction Cost, and Individual's Neuroticism on Continuous Purchase Intentions in the Context of Multi-channels Shopping (멀티채널 쇼핑상황에서 신뢰, 불확실성, 거래비용 및 뉴로티시즘이 지속구매의도에 미치는 영향)

  • Jeon, Hyeon Gyu;Lee, Kun Chang
    • Science of Emotion and Sensibility
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    • v.19 no.4
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    • pp.41-54
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    • 2016
  • Recently, in the arena of online shopping, the gap between offline channel and online channel tends to be narrowed significantly. Though previous studies also represent this trend, it still remains ambiguous how much offline trust has a significant influence on user's online shopping behaviors. Furthermore, those research issues such as how individual neuroticism, uncertainty, and transaction cost plays an important role in explaining user's online shopping satisfaction and continuance intention. In this sense, this study aims to organize a new research model including offline trust, uncertainty, transaction cost, satisfaction, and continuance intention. Especially, we are interested in investigating how much moderating effects the individual neuroticism possesses for the paths among the rest of constructs. By using 406 valid questionnaires, we found empirically that transaction cost affects user's online shopping continuance intention, but it has no influence on satisfaction. The individual neuroticism has full moderating effects on the paths on the rest of constructs included in the proposed research model.

An Implementation of XML Database System for Semantic-Based E-Catalog Image Retrieval (의미기반 전자 카탈로그 이미지 검색을 위한 XML 데이타베이스 시스템 구현)

  • Hong Sungyong;Nah Yunmook
    • Journal of Korea Multimedia Society
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    • v.7 no.9
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    • pp.1219-1232
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    • 2004
  • Recently, the web sites, such as e-business sites and shopping mall sites, deal with lots of catalog image information and contents. As a result, it is required to support semantic-based image retrieval efficiently on such image data. This paper presents a semantic-based image retrieval system, which adopts XML and Fuzzy technology. To support semantic-based retrieval on product catalog images containing multiple objects, we use a multi-level metadata structure which represents the product information and semantics of image data. To enable semantic-based retrieval on such image data, we design a XML database for storing the proposed metadata and study how to apply fuzzy data. This paper proposes a system, generate the fuzzy data automatically to use the image metadata, that can support semantic-based image retrieval by utilizing the generating fuzzy data. Therefore, it will contribute in improving the retrieval correctness and the user's satisfaction on semantic-based e-catalog image retrieval.

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Haptic Rendering Technology for Touchable Video (만질 수 있는 비디오를 위한 햅틱 렌더링 기술)

  • Lee, Hwan-Mun;Kim, Ki-Kwon;Sung, Mee-Young
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.691-701
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    • 2010
  • We propose a haptic rendering technology for touchable video. Our touchable video technique allows users for feeling the sense of touch while probing directly on 2D objects in video scenes or manipulating 3D objects brought out from video scenes using haptic devices. In our technique, a server sends video and haptic data as well as the information of 3D model objects. The clients receive video and haptic data from the server and render 3D models. A video scene is divided into small grids, and each cell has its tactile information which corresponds to a specific combination of four attributes: stiffness, damping, static friction, and dynamic friction. Users can feel the sense of touch when they touch directly cells of a scene using a haptic device. Users can also examine objects by touching or manipulating them after bringing out the corresponding 3D objects from the screen. Our touchable video technique proposed in this paper can lead us to feel maximum satisfaction the haptic-audio-vidual effects directly on the video scenes of movies or home-shopping video contents.

An Intelligent Image Retrieval System using XML (XML을 이용한 지능형 이미지 검색 시스템)

  • 홍성용;나연묵
    • Journal of Korea Multimedia Society
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    • v.7 no.1
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    • pp.132-144
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    • 2004
  • With the rapid development of internet technology, the number of internet users and the amount of multimedia information on the internet is ever increasing. Recently, the web sites, such as e-business sites and shopping mall sites, deal with lots of image information. As a result, it is required to support content- based image retrieval efficiently on such image data. This paper proposes an intelligent image retrieval system, which adopts XML, technology. To support object-based col)tent retrieval on product catalog images containing multiple objects, we describe a multi -level metadata structure which represents the local features, global features, and semantics of image data. To enable semantic-based and content-based retrieval on such image data, we design a XML-Schema for the proposed metadata and show how to represent such metadata using XML- documents. We also describe how to automatically transform the retrieval results into the forms suitable for the various user environments, such as web browser or mobile browser, using XSLT The proposed scheme can be easily implemented on any commercial platforms supporting XML technology. It can be utilized to enable efficient image metadata sharing between systems, and it will contribute in improving the retrieval correctness and the user's satisfaction on content-based e-catalog image retrieval.

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멀티빔 자료를 이용한 웹기반의 3차원 해저 지형 가시화

  • 노대훈;박요섭;김학일
    • Proceedings of the KSRS Conference
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    • 2000.04a
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    • pp.166-171
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    • 2000
  • 밀티빔 음향 측심기 (Multibeam Echo Sounder)는 탐사선에 수직방향으로 해저면을 주사(Swath)하여, 한번의 송수신(Ping)으로 다중의 빔자료를 얻을 수 있는 측심기로, 해저면에 반사되어 되돌아오는 음파의 음압을 기록하고, 사이드 스캔 소나 자료도 동시에 취득하는 기능을 가지고 있으므로, 측심된 해저 지형(Bathymetry)과 해저 지형을 덮고 있는 해저면의 퇴적 상황(Sediment Environment)도 동시에 얻을 수 있는 다목적 측심기이다. 본 논문에서는 L3사의 Sea Beam 2100 멀티빔 음향 측심기를 통해 얻은 자료를 처리하여, 3차원 공간 데이터인 DEM(Digital Elevation Model)을 생성하고, VRML을 이용한 웹상에서의 해저 지형 가시화를 통해, 세계 어느 곳에서나 웹을 통하여 쉽게 정보를 공유할 수 있는 3차원 해저 지리 정보 시스템의 구현을 목적으로 한다. 멀티빔 음향 측심기를 통해 얻어진 자료는 항해 자료 보정, 음속 보정, 빔 좌표 계산과 분리, 오측심 자료 제거, 조석 보정 등의 단계를 거쳐 측심자료의 정확도 및 신뢰도를 높이는 과정을 거치게 된다. 보정된 멀티빔 음향 측심자료는 무작위 점 사상(Point Topology)으로 산재 되어 있는 빔 자료를 임의의 단위영역으로 변환하는 과정을 거쳐야 하는데, 이 과정을 격자화라고 한다. 자료의 격자화를 통해 3차원 공강 데이터인 DEM 파일을 제작하고, 이 DEM 파일과 음압 영상을 이용해 웹상에서의 3차원 해저 지형의 가시화를 실현한다. 웹상에서의 3차원 지형 가시화에서 방대한 양의 지형 데이터는 데이터 전송 시간과 렌더링 시간에 치명적인 문제이다. 따라서, 렌더링 시간과 데이터 전송 시간을 단축시키기 위한, 지형 자료의 LOD(Level of Detail)를 통해, VRML을 이용한 보다 효과적인 웹상에서의 3차원 해저 지형의 가시화를 실현한다.면 기업은 고객으로 공간적인 제약으로 인한 불신을 불식시키는 신뢰감을 주게 된다. 이러한 고객서비스 향상과 물류비용 절감은 사이버 쇼핑몰이 전국 어디서나 우리의 안방에서 자연스럽게 점할 수 있는 상황을 만들 것이다.SP가 도입되어, 설계업무를 지원하기위한 기본적인 시스템 구조를 구상하게 된다. 이와 함께 IT Model을 구성하게 되는데, 객체지향적 접근 방법으로 Model을 생성하고 UML(Unified Modeling Language)을 Tool로 사용한다. 단계 4)는 Software Engineering 관점으로 접근한다. 이는 최종산물이라고 볼 수 있는 설계업무 지원 시스템을 Design하는 과정으로, 시스템에 사용될 데이터를 Design하는 과정과, 데이터를 기반으로 한 기능을 Design하는 과정으로 나눈다. 이를 통해 생성된 Model에 따라 최종적으로 Coding을 통하여 실제 시스템을 구축하게 된다.the making. program and policy decision making, The objectives of the study are to develop the methodology of modeling the socioeconomic evaluation, and build up the practical socioeconomic evaluation model of the HAN projects including scientific and technological effects. Since the HAN projects consists of 18 subprograms, it is difficult In evaluate all the subprograms simultaneously. Despite, each program is being performed under the category of HAN projects, so the common soci

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Design on the Structure of VRML Authoring Tool for Multi-user (다중 사용자용 VRML Authoring Tool 구조 설계)

  • Choi, Sung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.2 no.1
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    • pp.59-66
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    • 2001
  • Networked Virtual Reality systems provide a consistent virtual world to the users, possibly ditributed across long distance, and have been widely applied in the military war game, network game. edutainment, architectural areas, and shopping mall etc. Large processing requirements. however. made these systems be mainly researched on the platforms of high-performence system graphics workstations. This study paper Presents several problems when networked virtual reality systems are implemented on commodity Internet : two problems related with 3D graphical Processing, and the other related with network bandwidth and transmission delay. We also suggest solutions to these problems and analyze their performance effect based on an architectural simulation application.

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데이콤-컨버전스 시대, 업계 리더 재도약 다짐

  • Park, Yeong-Ju
    • 정보화사회
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    • s.181
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    • pp.29-31
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    • 2006
  • 데이콤(대표 박종응 www.dacom.net)은 지난 5월 29일, 국내 최초로 무선 인터넷 전화 서비스인 와이파이(Wi-Fi)폰 서비스를 6월부터 일반 기업을 대상으로 상용화한다고 밝혔다.이 서비스는 기존 무선랜 환경을 기반으로 이동형 단말기인 Wi-Fi폰을 통해 구내.시내.시외.국제.이동전화 등을 제공하는 서비스. 기업내 구축돼 있는 무선랜스위치와 AP(Access Point)를 이용, 무선으로 VolP 서비스를 제공하는 방식이다. 데이콤에 따르면, 지금까지 070 등 유선을 기반으로 한 서비스 제공은 있었지만, 이동형 무선단말기를 통해 인터넷전화(VolP)서비스를 상용화하기는 이번이 처음이다. 지금까지 인터넷전화를 이용하기 위해선 별도의 070번호를 새로 부여받아야 했지만, 데이콤의 이번 와이파이 서비스는 시내번호 이동시 기존 시내전화 번호를 유지하면서 인터넷전화로 전환이 가능, 인터넷전화 서비스 활성화에도 큰 몫을 할 것으로 데이콤은 기대했다. 데이콤은 앞으로 $\Delta$무선랜 서비스를 이용 중이며, $\Delta$본.지사간 통화요금을 절감하고자 하는 기업$\Delta$IP기반의 사무실 환경개선을 희망하는 중대형 기업 $\Delta$호텔이나 병원, 대형 쇼핑몰처럼 선 없는 쾌적한 통신환경을 필요로하는 고객 중심으로 와이파이 서비스를 적극 확대해 나갈 계획이다.데이콤은 앞으로 Wi-Fi폰을 통해 음성 뿐 아니라 향후 영상 멀티미디어까지도 송수신 할 수 있는 서비스 개발에 박차를 가하기로 했다.

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